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Every faction gets a ninth building, the Hero Hall, and every player one hero per match. You assemble it once, choose how it fights with a stance, and it never really dies.

The Hero Hall

  • Every faction has one: the Champion's Hall (Vanguard), the Warchief's Lodge (Grove) and the Hellforge (Ember). 250 gold, back zone only, key 9 on the build card.
  • One per match. It is never sold, and you can demolish it only while its hero is away.

Assembling a hero

  • Pick a type and role: Melee (Warden or Champion), Ranger (Marksman or Volleyer) or Mage (Battlemage or Mender).
  • Pick an armour: Plate with thorns, Leathers with evasion, or Robes with stronger skills.
  • Pick one of four auras and two of your faction's twelve skills: Vanguard ice, Grove nature, Ember fire.
  • Name your hero, take a suggestion or reroll one; you get one rename later. The hall trains it in 5 seconds: the Paladin, the Warchief or the Hellknight.

Stances

  • Hold walks behind its wave, retreats at 30 % health and comes back at 70 %.
  • Vanguard leads the wave and draws fire.
  • Hunt passes the front and goes for archers, casters and support.
  • Pin a lane or leave it on Auto, and change the stance at any time from the hero's or the hall's card. Every hero regenerates 10 HP per second on its own half.

The Wraith

  • At 0 health a hero becomes the Wraith, a ghost that cannot be touched. It walks home with its aura and skills off, waits 60 seconds and comes back at full health.
  • Sending a hero home pays 20 gold, and the kill feed says who did it.

On screen

  • A hero panel above the minimap, a gold ring under the hero, hero rows on the post-match screen, and the hero's moments in replays.

Computer players

  • The Hard builds a Hero Hall after six producers and picks a hero against the army it has seen.